Spears of Scyrah

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Retribution Mage Hunter Character Unit

The trio known as the Spears of Scyrah count among the most fanatical mage hunters in the Retribution. Worshiping Scyrah in her guise as Avenger of the Vanished, they aspire to appease the goddess by striking down those who have caused harm to the lost Iosan gods. The Spears have had many members over the centuries, starting from the first years of the Retribution’s existence, and all have accepted their mortality to serve without fear of death.

Basic Info[edit]

Spears of Scyrah
Spears-of-Scyrah.jpg
SPD 6
MAT 7
DEF 15
ARM 11
HP 5 each
Unit Size 3
Cost 9
3 points each
See also How to Read the statblock

Weapons[edit]

  • Spear - 2" reach, P+S 11 melee weapon
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.

Abilities[edit]

  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Duelist - This model gains +2 DEF against melee attack rolls.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Shield Guard - When a friendly model within 3" is directly hit by a non-spray ranged attack, this model can be directly hit instead.
  • Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.

Attachments[edit]

  • As Mage Hunters, they can take Eiryss3 as a Command Attachment. However there's not much synergy there, so we have omitted repeating her weapons/abilities (so this page doesn't get too cluttered).
  • As always, they can take a Soulless Escort as a Weapon Attachment. Info omitted just 'cause.


Thoughts on Spears of Scyrah[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Spears of Scyrah in a nutshell[edit]

They're an elite combat melee unit, fast, agile, and hit hard thanks to Weapon Master. They rely on their insanely high DEF to avoid hits (because anything that hits them tends to make them splatter). What makes these guys special is the presence of Shield Guard and Vengeance.

Now, I'm not a Retribution player, but I can not figure out what you're supposed to with Shield Guard and Vengeance on such a squishy unit. So, you've got really high DEF to avoid most hits, which is awesome ... but then you can choose to "auto-hit" them via Shield Guard? Most Shield Guards are either durable models that can take a hit and keep on smiling, or they're cheap and disposable, but these guys are neither.
Then with Vengeance, to maximize on it you want to take some damage to trigger it each turn ... but they're such low ARM that even a puny POW 10 gun is likely to one-shot kill them?
I really don't know. The only thing I can guess is that Vengeance can be reliably triggered versus blast damage (which, after all, is the only thing likely to hit their high DEF), and Shield Guard can be used as a last-ditch "Save the warcaster" moment.

Secondary opinion:

The Spears of Scyrah are elite melee Mage Hunters/suicide squad. Where they differ from other mage hunter units is that they are not simply hit and run harassers/assassins. Their long melee reach and their bonus defense in melee makes them want to stick it out more than other Mage Hunters. They also have Shield Guard, which on first glance seems pointless on a unit that can barely withstand a stiff breeze. But they are the only shield guard unit with stealth, which makes them ideal meat shields for your stealthy mage hunter assassins, Narn, or Eiryss. Yes, you'll almost certainly lose a model every time you trigger shield guard which is unfortunate, but you'll have protected a strong solo and also triggered vengeance.

Thoughts on adding Eiryss3 (CA)[edit]

Not much point adding her:

  • These guys are pure melee, so they'll be wanting to run or charge each turn, while Eiryss3 is better at ranged attacks.
  • Eiryss3 gives Reposition [3"], but these guys already have it.
  • Eiryss3 gives Advance Deployment, which is the only redeeming reason to take her.

Thoughts on adding Soulless Escort (WA)[edit]

Totally worth it. Worst case scenario, he gets killed without achieving anything worthwhile... but that will still trigger an extra Vengeance move.

Combos & Synergies[edit]

  • As the Spears are not named characters, but rather Leader and Grunts, Goreshade 4 can revive them, even though they cannot attack the turn they are bought back, they can Shield Guard again
  • Goreshade4 can also give the ghostly, making them immune to free strikes and therefore allowing them to do lots of melee range movement mischief safe from extra attacks.
  • Elara2's Feat can provide them with ghostly as well as boosting their already impressive charge range.
  • Issyria can bump up their armor, making shield guarding slightly less deadly.. at least being able to survive an average pow 10 shot.
  • Vyros1 and 2 can likewise slightly boost their armor.

Drawbacks & Downsides[edit]

  • If you're looking just at their offensive potential versus their cost, there are more efficient units and solos.
  • You pay extra for having 5 wounds, but have such a low armor value that each model effectively only has 1 wound.
  • Vengeance is okay, but nearly impossible to trigger without losing a model, making it less effective than with a larger unit with more disposable grunts like Dawnguard Sentinels.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

  • Originally released 2017.04

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

(Edit)

Battlegroups
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
R
E
T
R
I
B
U
T
I
O
N
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
 
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl

Battle Engines Arcantrik Force Generator
 
Theme Forces
Forges of War - Defenders of Ios - Shadows of the Retribution
RetMercLogo.jpg

(Edit)

Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)


Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Duelist - None yet. (Edit)

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Shield Guard      (Edit)

  • Shield Guard doesn't work vs spells.
  • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
  • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
  • You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
  • When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".